OptionalmaterialUse this material instead of building one. It must accept the aDepth
and aWater attributes the geometry carries; easiest is to start from
createSkirtMaterial.
OptionalelevationMust match the terrain's. Defaults to the terrain's own.
OptionalperturbMust match the terrain's, or the top edge tears. Defaults to the terrain's own.
OptionalelevMust match the terrain's. Defaults to the terrain's own.
OptionalnoiseMust match the terrain's. Defaults to the terrain's own.
OptionalwaterTerrain indices that count as water, for the MapSkirtOptions.waterCut band. Defaults to the built-in water terrain — pass the same set the water geometry was built with, or a custom liquid palette leaves its coastlines open. Water is identified by terrain, the way the liquid builders do it, not by the cell's water flag.
OptionaldepthHow far the base sits below the lowest ground on the map, in world units. The floor is flat and shared by the whole perimeter, so this is the thinnest the wall ever gets — measured at the map's deepest point. Default 2.
OptionalbaseBase Y in world units, overriding the derived one. Use when several maps must sit on one plinth; note that nothing checks the terrain clears it, so too high a value pokes ground through the floor.
OptionalwaterFill the cut from the ground up to the water surface on submerged edge cells. The wall itself always follows the ground, so without this a coastal map edge keeps an open slot between the sea bed and the surface. Default true.
OptionallightMatch the terrain's, so the wall shades with the ground.
OptionallightOptionalambientOptionalsoilLighter end of the soil range. Default 0x8a6a45.
OptionalsoilDarker end. Default 0x4a3524.
OptionalsoilThe pale sandy layer a minority of bands wash toward. Default 0xb09a72.
OptionaltopsoilThe dark line directly under the ground surface. Default 0x33261a.
OptionaltopsoilHow thick that line is, in world units. Default 0.35.
OptionalwaterColour of the water cross-section above the sea bed. Default 0x1d3f5c.
OptionalbandBands per world unit — higher is finer bedding. Default 1.6.
OptionalbandHow much the layers wander off level, in world units. Default 0.5.
OptionalbandHow far bands stray toward the pale end, 0–1. Default 0.85.
OptionalgrainStrength of the fine surface grain, 0–1. Default 0.35.
OptionaldeepenHow fast the soil darkens with depth, per world unit. Default 0.08.
Look of the cut earth. Every colour is a soil tone; the defaults are a loam palette.